#gemrb@irc.freenode.net logs for 1 Jan 2013 (GMT)

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[10:06:47] <Avenger> heh, openal soft 15.1 finally solved my sound problems!
[10:07:20] <Avenger> i knew it is an openal problem and not a gemrb problem, especially when bgee did the same :)
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[10:11:07] <wjp> ah, that's great
[10:11:34] <Avenger> wjp do you play bgee on windows?
[10:12:24] <wjp> I've only played it for an hour so far, but yes
[10:12:50] <Avenger> didn't you have problem with sounds? Especially button/item sounds
[10:13:06] <Avenger> if i pick up an item, i hear sound only about 10%
[10:13:18] <Avenger> buttons, character feedback sounds, ditto
[10:13:42] <Avenger> well, until the newest openal soft :D
[10:20:11] <lynxlynxlynx> cool
[10:20:21] <lynxlynxlynx> now add it to the known_issues page :)
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[10:27:48] <Seniorita> [commit] Jaka Kranjc: iwd2: paladins add their charisma modifier to all saving throws http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=fc0ad1d5a897f84f51b5d03e4bbc4a62979c02b8
[10:28:38] <Avenger> haha it is odd, all these known_problems are written by me :D
[10:29:34] <Seniorita> [wiki] known_problems - [On Windows, I don't always hear sound, especially when clicking buttons.] http://www.gemrb.org/wiki/doku.php?id=known_problems&rev=1357036025&do=diff
[10:31:40] <fuzzie> Avenger: "Added a workaround for a DirectSound bug relating to float32 output"?
[10:32:35] <Avenger> i don't know if that was it
[10:32:43] <Avenger> it caused intermittent problems
[10:32:59] <fuzzie> it always bugged me that we had no idea what that was
[10:33:02] <Avenger> sometimes the sound went away, but came back in middle of the sample
[10:33:03] <fuzzie> let me dig through their commits
[10:34:18] <Avenger> i know i had this problem in gemrb since openal soft came out
[10:34:28] <fuzzie> it isn't the float32 thing.
[10:34:49] <fuzzie> well, not unless your sound drivers are uniquely insane :)
[10:35:29] <Avenger> realtek hd audio
[10:35:37] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357036195&do=diff
[10:35:40] <fuzzie> I mean, unique to you :P
[10:37:15] <Avenger> well, i still use win xp, that is probably unique :D
[10:38:31] <fuzzie> their float32 fix isn't actually a bug though
[10:38:58] <fuzzie> they just do SetFormat and don't check which format they actually get.
[10:39:44] <fuzzie> ah well, I guess it will remain a mystery to bug me :(
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[10:43:24] <Avenger> Fuzzie i'm not sure it was in 15.1. My previous oal_soft version was 14
[10:45:13] <fuzzie> yes, I was looking through 15.0
[10:45:27] <fuzzie> but I don't have the time to dig enough :)
[10:45:44] <fuzzie> am happy it's not gemrb's fault anyway..
[10:48:29] <Avenger> yeah, it was evident to me when bgee was all the same
[10:50:38] <fuzzie> so, hooray!
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[11:36:49] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: cache the result of GetCombatDetails for the offhand http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=cdced186aa3546d51940d109dfc86e99c3308b9a
[11:41:30] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357040192&do=diff
[12:07:37] <lynxlynxlynx> fizzle: you can apply the weapon fixes to bg2 too, it uses the same avatars for those critters
[12:08:18] <fizzle> okay
[12:08:32] <fizzle> I've got another review request coming up...
[12:09:58] <lynxlynxlynx> great :)
[12:12:13] <fizzle> http://nopaste.me/paste/156003031850e2d29053087
[12:12:21] <Seniorita> From 7a621839e78f238737dcd9bf4 - Diff - NoPaste.me - Secure and Anonymous
[12:13:13] <fizzle> lynxlynxlynx: do the stance overrides apply to bg2, too?
[12:14:27] <lynxlynxlynx> if they were for things like these, then pretty sure they do
[12:14:43] <lynxlynxlynx> bg2 just reuses all the lowlevel creatures from bg1
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[12:17:01] <lynxlynxlynx> re diff: same fix should be applied to bg2 here too;
[12:17:26] <lynxlynxlynx> why did you remove that comment about draggons? might be helpful, since our dragon drawing has regressed
[12:19:50] <lynxlynxlynx> A_ANI_FROZEN - did you put it at 32 just because there was a gap or do ankhegs set that in the original?
[12:20:32] <lynxlynxlynx> all the rest looks fine
[12:21:09] <Seniorita> [commit] Jens Granseuer: bg2: enable equipment anims here, too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=92e71439475bfb2cd215a66b11b2b0512eba5911
[12:21:13] <fizzle> just because it wasn't used
[12:22:19] <fizzle> deleting the dragon comment was a slip
[12:23:07] <lynxlynxlynx> might be better to use a different var
[12:23:44] <lynxlynxlynx> Avenger: do you know anything more about A_ANI_32 (wall polys) by now?
[12:24:16] <Avenger> no, is it a wall polygon flag in the wed?
[12:24:43] <Avenger> ahh, no, you meant an animation flag
[12:25:00] <Avenger> i know them i think
[12:25:12] <lynxlynxlynx> (bad diff excerpt by me)
[12:26:04] <Avenger> 0x20 = animation starts with random frame in start range
[12:26:28] <Avenger> it can be resolved on load time
[12:26:40] <Avenger> if the flag is set, randomize the current frame field
[12:26:49] <Avenger> and turn the flag off
[12:26:54] <Avenger> i guess
[12:26:59] <Avenger> or maybe don't
[12:29:17] <lynxlynxlynx> ok, then fizzle should definitely use a new bit
[12:29:36] <fizzle> 0x200 free?
[12:30:52] <fizzle> um, 0x2000, I mean
[12:40:57] <lynxlynxlynx> go for it
[12:41:36] <lynxlynxlynx> we don't use it and if we find out later that it is used, it's just one constant to change after all the other code is added
[12:52:38] <fizzle> alright
[12:53:03] <fizzle> now how to make those Ankheg stance transitions work properly, I have no idea...
[12:58:22] <lynxlynxlynx> maybe fuzzie knows more than "it's a hardcoded mess"
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[13:10:56] <Avenger> huh you want to use a new area animation bit?
[13:11:39] <Avenger> for what? :D
[13:12:30] <Avenger> 0x2000 is probably free, unless iwd2 uses it for something
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[13:17:06] <Avenger> why would you mix area animation flags with normal animation flags?
[13:18:54] <Avenger> ah i see, i started this tradition :)
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[13:48:52] <Seniorita> [commit] Jaka Kranjc: apply the hpconbon bonus to current hitpoints when safe too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=df927f6d4eb8dc277f6988d98f175bbc11960a7e
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[14:42:23] <lynxlynxlynx> Avenger: iwd2 has FA_ and FS_ for clabs too and we handle that partially in Actor.cpp:780 and the gui side
[14:42:41] <Avenger> cool
[14:42:50] <lynxlynxlynx> i am looking at rogues and they have clabs with 5-digit numbers, so that definitely doesn't work
[14:43:05] <lynxlynxlynx> i can't even find appropriate maps in spell.ids
[14:43:11] <Avenger> it should just printed on levelup
[14:43:19] <Avenger> it is strref
[14:43:35] <lynxlynxlynx> ah, indeed
[14:43:47] <lynxlynxlynx> so the ability itself is hardcoded?
[14:44:43] <Avenger> ether that or given in some other way
[14:45:27] <lynxlynxlynx> the clab table has no other entries on that level :(
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[14:59:32] <traveler> uhoh
[14:59:36] <traveler> hefty log
[14:59:37] <traveler> nice
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[15:00:09] <traveler> however will test without sound probably... ;)
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[15:08:14] <Seniorita> [commit] Jens Granseuer: fix redraw of ground piles when picking up items http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=00b27233be7e50a775ac98743867c7270a8ac531
[15:13:35] <traveler> with this pace soon there will be none papercuts left reported by me :)
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[15:15:28] <lynxlynxlynx> yep, good work by mr. nick confusion
[15:15:39] <traveler> [OpenAL/ERROR]: Error playing music source: 0xa004 [OpenAL/ERROR]: Unable to buffer music data: 0xa004
[15:15:43] <traveler> this looks recent?
[15:15:56] <traveler> or i just never payed attention?
[15:17:03] <Avenger> what openal you use?
[15:17:51] <Avenger> it happened to me a lot earlier
[15:18:07] <Avenger> hopefully the new openal fixes this too :D
[15:18:32] <traveler> openal-soft-1.15.1
[15:18:59] <Avenger> meh
[15:19:08] <traveler> i yesterday somehow overloaded openal too...
[15:19:17] <traveler> it ceased to play music in bg1 at all
[15:19:27] <traveler> after rushed rest/rest/rest etc
[15:19:48] <Avenger> well, i hoped this 1.15.1 will fix everything
[15:19:54] <traveler> well music... sounds i should say
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[15:20:46] <traveler> well, what they say... better luck next time then ;)
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[15:24:52] <traveler> becausespeaking of papercuts, i would like to have relaxing clang warning flas similarly to gcc default. would build with clang more often then i suppose... because now i'm usually just changing to gcc 4.7 of laziness, and that's prbably most used compiler anyway
[15:25:32] <traveler> *disregard first because stupid autocorrection
[15:26:54] <lynxlynxlynx> which do you hit?
[15:27:42] <traveler> *not really at my best linguistic fluency today, please bear with me
[15:27:55] <Avenger> drunken typing :D
[15:27:57] <traveler> some ogg related headers in about 94% of build
[15:31:49] <lynxlynxlynx> i need the actual -W flag that caused it
[15:31:53] <traveler> Avenger: No (I think so anyway), more of a sudden (yeah, right) hit of veisalgia. Oh, that remind my of another papercut- drunkenness ;)
[15:31:54] <traveler> ok
[15:33:07] <traveler> will reproduce and write back, not sure if i have enough time now... but will get back to it
[15:37:20] <traveler> ah
[15:37:22] <traveler> rpetty common
[15:37:26] <traveler> unused variable
[15:38:31] <traveler> http://pastebin.com/JWgTpki2
[15:38:33] <Seniorita> [ 89%] Building CXX object gemrb/plugins/OGGReader/CMakeFiles/OGGReader.dir/OGGR - Pastebin.com
[15:39:12] <traveler> last time we talked about it, i think that brada said -Wall was turned on for clang by accident
[15:41:07] <traveler> sorry, i've meant something insane
[15:41:19] <traveler> like -Weverythin more like
[15:43:40] <traveler> what was the magic for dumping explicitly what flags are used by cmake in build?
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[15:48:22] <lynxlynxlynx> clearly that error is from your installed libogg
[15:48:59] <lynxlynxlynx> err, libvorbis
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[16:00:46] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: display the real sneak attack damage http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=cc12d882164876a7c78a4e7091fb092482d90e94
[16:00:48] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: small display cleanup http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5aa1cb57a0a525e3bc530756d1077b134bb1d1e3
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[16:12:16] <traveler> but that's nothing relaxed flags couldn't care of?
[16:12:20] <traveler> but it
[16:12:44] <traveler> may be wrong approach in the end.
[16:13:57] <lynxlynxlynx> it may also be a clang bug
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[16:46:15] <traveler> i don't know... i've build libvorbis here with clang i think
[16:46:52] <traveler> and as i thought gcc 4.7 warns about unused variables too, i thought that there are still in fact different build flags for clang/gcc used
[16:47:11] <traveler> that's why i asked about dumping verbose build flags
[16:48:03] <traveler> but yes, theoretically there could be clang bug where it falsely warns about unused variable
[16:48:43] <traveler> will see after clang 3.2 merge in my freebsd tree
[16:48:53] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357058632&do=diff
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[17:15:33] <Seniorita> [commit] Jens Granseuer: fix off-by-one in viewport positioning http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=25f7ab0ab9bd372c83f711d16469c58f3d130160
[17:15:34] <Seniorita> [commit] Jens Granseuer: make sure we can reach the map edges when scrolling by keyboard http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=fa541265b9b1ee208760880257d4c22c44096da4
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[17:48:53] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: discern magic damage resistance from magic resistance http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=f10f2764a6355554df9d3668cb25c6dfbe921613
[17:48:55] <Seniorita> [commit] Jaka Kranjc: fixed SetHPPercent ignoring the second param http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=4ddb8248f63ff8c996f83418da2b8c3809a5a83a
[17:48:56] <Seniorita> [commit] Jaka Kranjc: SpellCastEffect: set the target type, so it is not invalid on use http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=0a2bcef131ba59b012c5007f22b969ad677f7b9e
[17:48:57] <Seniorita> [commit] Jaka Kranjc: CreateDerivedStatsIWD2: fixed lay on hands ability http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ac18ff37ecaccb1bd68cef88a2b2de9c7d999b9d
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[18:44:14] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357065491&do=diff
[19:25:14] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: plenty of new todos discovered with ed's saves http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5a63472fa01147641f3176751b879fc4177b72e8
[19:25:15] <Seniorita> [commit] Jaka Kranjc: iwd2: turns out it displays all the headers with damage opcodes http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=740bca7a037d2e4594e9d05e3397cf49c404ef95
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[20:03:24] <Seniorita> [commit] Jaka Kranjc: Actor::GetRangedWeapon: enchantment of launchers and ammo do not add up http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7524a93ac7d9cea458c6f814babc43448c715a67
[20:03:25] <Seniorita> [commit] Jaka Kranjc: add missing change from 7524a93ac http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c39697d42cfd3e138a634f422d1eef4f63b4351a
[20:09:29] <lynxlynxlynx> ups, thought i already pushed that
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[20:29:50] <avenger> lynx what do you need about 'wholeness of body'?
[20:30:27] <lynxlynxlynx> nothing, just display it
[20:30:39] <lynxlynxlynx> don't know if we store it anywhere
[20:30:51] <avenger> it is monklevel*2 if monklevel>7
[20:30:57] <lynxlynxlynx> yeah
[20:32:04] <lynxlynxlynx> i don't think any of those new todos will be particularly nasty
[20:32:49] <avenger> i think i will fix IsRacialEnemy to return the bonus (4) or more
[20:33:11] <avenger> so it is more flexible
[20:34:49] <lynxlynxlynx> it would make it uglier for non-iwd2
[20:35:09] <lynxlynxlynx> the name really implies a boolean
[20:35:21] <avenger> GetRacialBonus :D
[20:36:09] <lynxlynxlynx> that's it :)
[20:36:23] <avenger> generic += GetRacialEnemyBonus();
[20:37:05] <lynxlynxlynx> i see cre v2.2 has only a bit for each racial enemy
[20:37:19] <lynxlynxlynx> don't tell me the boni are iteratively calculated all the time?
[20:37:24] <avenger> 1 byte
[20:38:00] <lynxlynxlynx> yeah
[20:38:24] <lynxlynxlynx> too small to store both the race id and a counter
[20:38:55] <avenger> the bonus is level based
[20:39:28] <lynxlynxlynx> what do you mean?
[20:41:07] <avenger> if you are <level 5, you have 1 favored enemy. with +1
[20:41:09] <avenger> right?
[20:41:25] <avenger> if you are <10 then first fav enemy gets +2, the second gets +1
[20:41:31] <avenger> and so on
[20:41:42] <avenger> up to level 40 with 8 favored enemies
[20:42:24] <avenger> so, the 8-index is the bonus
[20:43:18] <avenger> err (level+4)/5-index :)
[20:43:44] <lynxlynxlynx> 1,6,11,16 and so on
[20:44:06] <lynxlynxlynx> but then it is like i said, you do have to check each field
[20:44:27] <avenger> we do that now too
[20:44:52] <lynxlynxlynx> sure, i'm more annoyed about the setting part
[20:49:18] <avenger> maybe there is an additional stat somewhere
[20:58:08] <Seniorita> [commit] Avenger: 3rd ed racial enemy support (ramped up bonuses) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=77066bd3a178f3da749486548dc6d4712c0811ec
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[22:05:59] <lynxlynxlynx> avenger: can you check if racexpmd.2da was used by the original? my testing indicates it is unused
[22:06:32] <avenger> isn't it the level penalty for some subraces?
[22:07:24] <lynxlynxlynx> that's what it could be used for, but it also has a penalty for one of the regular halflings
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[22:07:49] <lynxlynxlynx> it's like the pst xp wisbon table
[22:08:13] <lynxlynxlynx> but the penalties are huge and humans would get a boost, yet i see nothing similar ingame
[22:08:14] <avenger> don't human gain 10% more?
[22:08:31] <lynxlynxlynx> not that i could tell
[22:09:12] <lynxlynxlynx> eg. in this save, two humans, a halfelf, a dwarf and an elf all have 18 xp from goblins
[22:10:07] <avenger> maybe it isn't used then
[22:10:10] <lynxlynxlynx> the only odd one out is a svirneblin (ecl+3) with 5021, 3 more than the rest (could be from the rounding, since this is the protagonist)
[22:10:17] <avenger> or maybe it is used only in some difficulty level
[22:10:50] <lynxlynxlynx> drow and druergar would get only half the xp
[22:11:00] <lynxlynxlynx> too severe if you ask me
[22:11:23] <avenger> well, there is already an effective level penalty
[22:11:32] <avenger> probably they realized it is enough
[22:11:42] <avenger> because effective level means, smaller cr
[22:11:51] <lynxlynxlynx> anyway, besides this table, which could be used for ecl with some ugly transformation, i found no nice way to figure out the ecl value
[22:12:34] <avenger> haha
[22:12:42] <lynxlynxlynx> so unless you have any insights from ida, i'll just add another table
[22:12:46] <avenger> well
[22:13:01] <avenger> set the drow to 10 and see if it starts with a normal ecl :D
[22:14:58] <lynxlynxlynx> ghostwise halflings also have a penalty in that table yet there's no mention of ecl in the strings or guirec
[22:15:01] <avenger> do you want me to see what is used for ecl?
[22:15:17] <lynxlynxlynx> and it's the same as for aasimar/thiefling, so i'd be +1
[22:15:30] <lynxlynxlynx> if you have it handy, sure
[22:16:27] <avenger> probably the bastards hardcoded it
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[22:22:14] <Avenger> yeah lynx, i already had this RE'd GetEffectiveLevel is hardcoded
[22:22:51] <lynxlynxlynx> eh ok
[22:22:53] <lynxlynxlynx> thanks
[22:23:38] <Avenger> human subraces: +1 drow +2, duergar +2, swirf +3
[22:24:28] <Avenger> it is so lame they hardcoded everything
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[22:25:47] <Seniorita> [commit] Jens Granseuer: pick up gold even when inventory is full http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b64693edc4cbf2725169febd1533e5d34ba791f3
[22:27:51] <lynxlynxlynx> doesn't that reintroduce items shuffling in the container?
[22:28:18] <fizzle> hm
[22:29:18] <fizzle> yes, it does...
[22:30:55] <lynxlynxlynx> you can probably just revert that and special case gold, since we convert it asap
[22:33:28] <fizzle> I'd rather put that check in the C code, I think
[22:34:54] <lynxlynxlynx> fine as well
[22:54:41] <fizzle> okay, so the only way we'll reshuffle now is if we pick up a stack item that only fits partially
[22:54:58] <fizzle> is that good enough?
[23:01:29] <traveler> maybe that's stupid question
[23:01:39] <traveler> bot how can item fit only partially?
[23:01:50] <traveler> **but
[23:02:22] <fizzle> if you pick up 20 arrows but only have a stack of 5 in inv, you'll pick up 15 arrows only
[23:02:44] <traveler> ok
[23:03:19] <traveler> i don't know if original even attempted to splitting stacks in this case
[23:06:08] <traveler> i don't know if ankhegs are now 100% correct but i've must admit, they look pretty nice, thanks
[23:07:20] <traveler> only thing what i see missing now is magic 'missile' they throw at pc
[23:08:04] <traveler> similar effect as with basilisk i think? blurry memory though.
[23:09:18] <fizzle> yeah, the projectile is invisible for some reason
[23:09:49] <fizzle> I'm also not 100% percent sure about all the stances but I couldn't check vs. the original so I used my best guesses
[23:10:08] <fizzle> if you find that it's using wrong anims in some cases let me know
[23:10:50] <lynxlynxlynx> re shuffling: ok; it's mainly traveler you should worry about :)
[23:11:46] <lynxlynxlynx> about the slow ankheg spit, we could be missing the projectile
[23:12:15] <lynxlynxlynx> or our unhardcoded one could have bugs, this was extra ugly in bg1
[23:12:48] <traveler> maybe i should be added to bugtracker then :P 'careful, annoying irc whiner'
[23:13:06] <traveler> about ankhegs, there is few films on youtube
[23:13:16] <traveler> http://www.youtube.com/watch?v=2AP5uhgIGeY and newer
[23:13:19] <Seniorita> (Baldur's Gate)Ankheg's Nest - YouTube
[23:13:33] <traveler> http://www.youtube.com/watch?v=dlN6gUFyehI
[23:13:34] <Seniorita> Baldur's Gate - Ankheg Battle [HD] - YouTube
[23:13:35] <traveler> etc
[23:13:53] <fizzle> yeah, I looked at that but they're throwing magic missiles and fireballs and stuff at the poor buggers all the time
[23:14:05] <fizzle> they're all dead before you can get a good look at them
[23:14:13] <traveler> hm
[23:15:56] <traveler> not always, but usually game is paused which doesn't help
[23:16:18] <Seniorita> [commit] Jens Granseuer: but try our best to avoid shuffling items in the container http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=72064db30ab3017348e31a777ae25552590ca84f
[23:17:23] <fizzle> anyway, need to get up early again tomorrow, so bed time
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[23:33:07] <traveler> hahahaha
[23:33:19] <traveler> kaishas flee door bug
[23:33:30] <traveler> yes, door are closed
[23:34:00] <traveler> but few pxs near you have stairs cursor too
[23:34:17] <traveler> and you can actually travel between areas
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[23:36:40] <lynxlynxlynx> the doors are open, so maybe just the "open" polygon/wed part is problematic
[23:39:12] <traveler> Door Open: No Door Locked: Yes
[23:39:54] <traveler> http://pastebin.com/261L848f
[23:39:56] <Seniorita> [Door/DEBUG]: Debugdump of Door dor2012: Door Global ID: 10479 Position: 464.2 - Pastebin.com
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[23:41:03] <lynxlynxlynx> hmm, then i confused it with some other debug dump you posted
[23:41:48] <traveler> well first debug was of doors... didn't actually notice infopoint near
[23:42:09] <traveler> and my first door problem was with palace, there doors were opened, yes
[23:43:37] <traveler> btw, attacking any of inhabitants actually sets infected=1
[23:43:51] <traveler> you don't have to wait for kaishas part
[23:48:51] <lynxlynxlynx> i didn't look into that quest at all
[23:49:21] <Seniorita> [commit] Jaka Kranjc: iwd2: use ammo's effect queue when looking for damage opcodes http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=adef02bd8f97a4c4cc372e9a255e8b4f0b82e112
[23:49:22] <Seniorita> [commit] Jaka Kranjc: iwd2: fixed class spell tables and added a column with the casting stat http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=35c8b01390f253033191ac90b39d5e7ea5bdc7ce
[23:56:35] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357084263&do=diff